Figuring out how to improve it so that the advantages of this would be in option 1 or 3 would be a good idea. The second option, much easier to code, but not as good to look at. There are also some drawbacks in converting a real map to a set of tiles. The major drawback is it's complex to map a coordinate system on that that's easy for a human to understand. This is the first option I explored, the grid is layed out in a staggered X-Y system, rotated 45 degrees so the camera can be rotated for a flat isometric view. Also, the game is Isometrical, I've mad an endless looping camera system that stitches the edges of the maps together, as if the game world is mounted on a flat cylinder. I am doubting and thinking about how to ahead and basically I've come to about 4 options, no preference for any of them, and I've done some work in all of them. They seem to work a bit different and some other games, such as Age of Wonders have used them to great effect. Some of them tilted, some of them straight. Most of the derived games of those, Call to Power, Master of Magic and Colonization also did. The original Civ games, up till Civ V all had square maps based maps. But I am currently playing with a few ways to get the overland map done, hexagons or squares. It's coming along nicely, well swimmingly anyways. So, I am building a hobby project, bit of Civ type game.
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